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Using Virtual Worlds for Learning

 
How Four Leading Organizations
Are Using Virtual Worlds for Learning

Early adopters are like pioneers, braving uncharted territories by implementing exciting new technologies into their organizations’ infrastructures. Those who implement the same technologies later can learn much from these early adopters.

"Virtual Worlds for Learning: How Four Leading Organizations are Using Immersive Environments for Training" provides case studies of how four organizations have implemented this emerging learning technology.

The first case study examines IBM's use of Second Life for learning. What is IBM's perspective on this exciting technology? For what purpose is IBM using virtual worlds? Where does IBM believe this technology is heading? IBM shares its knowledge and experiences.

The second study describes how 3-D University and Protosphere help boost productivity at Johnson & Johnson. How has an award-winning corporate university improved even further by introducing a virtual world into its corporate culture?

The third case study illustrates how Paideia Computing is using Forterra’s OLIVE 19 platform for immersive language training. Virtual worlds are not just for large global companies. To its benefit, one small company focused on a single strategic application of immersive environments.

The final case study examines how TELUS Communications is using Second Life for branding. How does a company actually produce its 3-D space in a virtual world? This case study focuses on how TELUS Communications is tackling virtual world development.

To guide you in your own virtual world implementation, this report ends with a summary of the key learnings from the these four virtual world pioneers.

The Virtual World series of reports provides you with analysis, platform evaluations, and case studies to help you make informed decisions about implementing immersive environments for learning within your organization.

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 Virtual Worlds for Learning: How Four Leading Organizations are Using Immersive Environments for Training

Virtual Worlds for Learning: How Four Leading Organizations are Using Immersive Environments for Training

By Ross McKerlich

Published November 2007 • Download file size: 1.1 MB • 33 pages • $275


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The Brandon Hall Research Analysis series is ideal for the busy professional. Reports in this series provide short, to-the-point information and analyses about specific topics so that all the critical information is right at your fingertips.

 
© 2008 Brandon Hall Research